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Art and Animation Forum/Critique

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File: 1433277662173.jpg (25.55 KB, 500x270, 50:27, klaus.jpg)

 No.582[Reply]

https://vimeo.com/126287950

So this trailer by SPA Studios just dropped yesterday, and everything seems to be in hand-drawn 2D, save for some digital effects like the lighting and the 3D doors.

While I dislike the digital effects and lighting, I can definitely get behind adding textures to character animation, and of course some of these techniques can lead to 2D animation becoming relevant again, as well as a wider variety of visual styles becoming viable for implementation.

Thoughts?

 No.583

Extremely good! I really want to reach that type of skill in the future.


 No.584

This looks pretty great. Like Disney with less restrained graphic designs.

I expect people are going to be doing some cool stuff with digital effects in hand drawn animation as younger 2D animators who are less technophobic start applying their digital skills.


 No.793




File: 1454416610820.gif (987.86 KB, 500x280, 25:14, 1425626474303.gif)

 No.781[Reply]

Hey /ani/.

I've been asking this on /agdg/ and /v/'s /agdg/ threads, but never got an answer;

I'm making a game.

I'll just be using Blender because I'm a cheapfag for modeling, but what's a good 3D animation software for vidya?

 No.783

3D Auto Desk Maya.

Note that this program is dual-use so you can model as well as animate.

But I suppose you're probably looking for freeware instead of looking for things illegally.


 No.787

>>783

Would prefer freeware as it's less hassle and safe, but I can go torrenting if it's worth it.


 No.788

>>787

>freeware

Blender is pretty much literally your only option.




YouTube embed. Click thumbnail to play.

 No.635[Reply]

First part of the next Blender open movie was released some time ago.

I think it's really inspiring what kind of stuff you can do with a free program like this. Makes me want to learn 3D properly.

 No.636

File: 1439742716095.gif (1.99 MB, 382x160, 191:80, cl.gif)


 No.637

>>635

Whoever thought shakycam effects in CGI was a good idea deserves starvation in the wastelands of bumfuckistan.


 No.640

>>637

I hate shakycam aswell, it makes me feel obnoxious and about to throw up.

The one and only upside is that it makes the scene slightly more dynamic, which isn't really a good tradeoff.

If anything they should decrease the shake of the camera so it doesn't look like the camera is being handled by someone with Parkinson's.


 No.773

Cool tech demo, makes me proud to use Blender.


 No.778

Got to say, the material properties for the objects are very well done.




File: 1448170739341.gif (5.66 MB, 1056x558, 176:93, Bateman.gif)

 No.713[Reply]

Hey, can we get a Pencil 2d thread going on?

Does anyone else know a better free animation studio?

Pic related: It's a rotoscope I did in pencil.

 No.717

File: 1448391271713.gif (31.62 KB, 192x256, 3:4, 1432188924004.gif)

>Rotoscoping

That's awesome but tracing with rotoscoping has endless possibilities.

Kind of makes me want to experiment with this.


 No.729

>>713

is there a way to export as an animated image/video file? I can't get it to do any of that


 No.766

hey guys, know this thread's been dead for a while

but i found shit on Pencil2D info

http://www.pencil2d.org/forums/topic/a-few-problems-and-a-few-solutions/

I can confirm that the sound works & I've been able to export as a gif at least once. haven't tried that since




File: 1451192922586.swf (762.23 KB, 211903_Taegukgi.swf)

 No.764[Reply]

I like this one due to the camera work, it's very interesting.

 No.765

I dig the camerawork. I really need to animate something.




File: 1449253445050.png (9.46 KB, 819x460, 819:460, Безымянный.png)

 No.738[Reply]

sup /ani/, I want to learn animation, but I am a dumbshit and I don't know where to start. Pls help

 No.739

File: 1449266225728.gif (483.13 KB, 450x250, 9:5, arthurlaugh.gif)

Do you want to be a really good animator or do you want to just mess around and make things right now?

Pick a program:

>Free

Pencil 2D

Krita (Beta)

PAP

>Premium

Flash

Toon Boom

Anime Studio

Autodesk

Then learn the UI and start making random things.

If you need more help, just ask!


 No.740

>>738

1. make frame

2. make more frame

3. ???

4. animation!


 No.741

File: 1449286893044.jpg (762.53 KB, 1024x768, 4:3, Koala.jpg)

>>738

Practice until you git gud the dumb ass way, which is fun, or learn LOOH-MISSS and then try your hand at animation which is also fun but much more methodical.

You little shit.

As for animation tools GIMP plus the GAP tools is a good start. From there you can move on to flash and learn fancier time saving tricks there.




File: 1449080697016.png (242.27 KB, 256x224, 8:7, yourbrainonpng.png)

 No.734[Reply]

Wow I feel terrible for never discovering this board until now, and I discovered it from a simple URL typo too! I love it and I'm eager to start experimenting with animation myself.

I'd just like to make a public service announcement to you all that there's a (relatively) new format on the block that has more features than GIF and creates smaller files. Make your animations in animated PNG today!

>>>/apng/1

 No.735

>>734

Nigga, it's already been brought up twice in the Krita thread. I'm hoping people catch on because it's a better format for short animations than GIFs, especially since it supports going over GIF's 256-bit color restrictions if necessary.


 No.736

I'll probably stick to webm, apng doesn't work on my browser.


 No.737

>>736

There is an add-on for that actually, if you insist on being part of a botnet.




File: 1447964899714.gif (4.42 MB, 600x338, 300:169, art.gif)

 No.709[Reply]

https://beta.8ch.net/ani

New board is up in the beta!

Come on in!



File: 1415644577175.gif (1.55 MB, 638x478, 319:239, Logo_Loop_640X480_Title_01….gif)

 No.75[Reply]

What are some recommended books for animation?
Animator's Survival Kit is a good book to start with.
11 posts and 3 image replies omitted. Click reply to view.

 No.388

>>384
I got both those myself heheh but thank you.

 No.664

File: 1442624369798.png (1.58 MB, 606x248, 303:124, mfw you're still using jew….png)

>>374

>>360

>>374

> can't figure out how to switch to Japanese unicode on this one fucking page because Firefox got rid of its old menu system


 No.665

>>664

Alt, a menu pops up, view, then toolbars, then turn on menu.


 No.668

I heard the "How to draw comics the marvel way" is a good way to start with anatomy

but i really need something for cartooning, not sure if it would work with digital art like in sai


 No.699

after going through the books I've been stockpiling, here's what I've got. please tell me if any of these are worthless:

Disney's Art of Animation: From Mickey Mouse to Beauty and the Beast, by Bob Thomas

Cartoon Animation: Introduction to a Career, by Milton Gray

The Encyclopedia of Cartooning Techniques, by Steve Whitaker

The Animator's Survival Kit, by Richard Williams




File: 1425309844545.mp4 (572.29 KB, 712x502, 356:251, B79BU0jCEAAn-q2.mp4)

 No.442[Reply]

Twitter account of a japanese animator who works at BONES, i think. Lots of cool stuff here, if you're interested in that kind of thing

https://twitter.com/bahijd/
8 posts and 7 image replies omitted. Click reply to view.

 No.641

File: 1439965471128-0.mp4 (1019.87 KB, 846x598, 423:299, BahiJDKekkaiSensen1.mp4)

File: 1439965471158-1.mp4 (1.36 MB, 678x478, 339:239, BahiJDKekkaiSensen2.mp4)

Updating this thread with his cuts from Kekkai Sensen/Blood Blockade Battlefront for Episode 5.

Don't know if it's digital or analog but they're part of his portfolio now.


 No.643

>>641

Major props to him. His draftsmanship improved greatly.


 No.670

File: 1444029811489.mp4 (1.66 MB, 854x480, 427:240, 9a6e1a13efef3b6c40c5b3c14e….mp4)

>>442

From Concrete Revolutio's OP this season.

None of his trademark wobbliness in this cut but that's to be expected with the director on the project.


 No.695

Oooh, I LOVE bahijd's work!

I follow him on multiple sites so I can keep motivating myself to draw and [attempt] animating.


 No.696

>>695

>multiple sites

Mind linking them?




File: 1435776870299-0.png (30.26 KB, 910x263, 910:263, Fred 2.png)

File: 1435776870299-1.png (29.51 KB, 937x193, 937:193, Fred 1.png)

 No.599[Reply]

Has anyone else gotten these PMs on youtube? Are they legit?

8 posts and 1 image reply omitted. Click reply to view.

 No.629

>>624

That makes sense.


 No.649

>>599

>If your interested

Suspicion aroused.


 No.652

File: 1441428617474.png (180.69 KB, 456x244, 114:61, 65456789.png)

I have a friend that works at one of these "partnerships"

It's specifically designed to boost content creators that create quantity over quality. A let's player can shit out a video in a day, but for an animator having one video being taken is a big deal.

Frederator is obviously building a monopoly on animators. Which will build a network of people who produce quality over quantity. Take that as you will

Here's their contract shit

http://www.channelfrederatornetwork.com/join/


 No.673

>>599

I got one from frederator network

I aint selling my soul thanks


 No.681

probably one of those things where it's not really them, but the person who manages their channel

personally, I'd recommend trying to keep independent so you can have full creative freedom you don't wanna be in a Channel Awesome situation

idk, do you think Sleepy Cabin has openings?




File: 1439530514759.gif (381.33 KB, 700x600, 7:6, overanimation.gif)

 No.630[Reply]

Post examples of "over-animation".

How do you know when it's too much?

How do you know when it's too little?

6 posts and 1 image reply omitted. Click reply to view.

 No.675

>>630

wobble wobble wobble wobble


 No.677

meh


 No.678

Is it law to say this is bad or something? You art critics can suck asshole. This moving image isn't That bad.


 No.679

>>678

Of course not, it's just a mistake a lot of animators need to watch out for. Sure you can overanimate to your heart's content but most people don't want to be driven crazy because of how much work they put into 6 frames.

Side note: We are of no means art critics, we're just fellow artists/animators that want to discuss the joy and potential dangers of our craft.

Have a nice day.


 No.680

>>678

Don't be so salty, nigger. Critique is important.




File: 1416760211858.gif (25.08 KB, 1280x720, 16:9, ball.gif)

 No.99[Reply]

Let's get a ball thread rolling.

 No.100

File: 1416770600814.gif (16.05 KB, 277x296, 277:296, puyo.gif)


 No.555

Up


 No.666

File: 1442891710622-0.gif (230.21 KB, 240x180, 4:3, 126058.gif)

File: 1442891710627-1.webm (145.44 KB, 640x360, 16:9, ELECTROSHOCK - ESMA 2011.webm)


 No.669

>>100

squish far too long, too long on they way up




YouTube embed. Click thumbnail to play.

 No.660[Reply]

So, how do you guys think volumetric painting and drawing will factor into the future of animation, assuming this aspect of VR/3D art catches on?

 No.661

It could be used for 3D modeling/sculpting program, but an actual application for animation seems nonexistant


 No.667

>>661

And also highly impractical.




YouTube embed. Click thumbnail to play.

 No.389[Reply]

What do you guys think of high frame rate animation, for example 48fps or 60fps?

Personally I'm very interested, but I've yet to see a high frame rate animation that was designed to be high frame rate, instead of being interpolated or converted somehow.

Embed related is one of the older blender movies in 60 fps (you must view it in 720p in chrome to see it). It looks bizzare, the flaws in the animation become painfully obvious at high frame rate, not to mention it wasn't that great to begin with, and the eye rolling moments become even more so. I do see some potential in it though. If it was done by a highly skilled company like pixar or dreamworks and it was designed for 60 fps from the beginning, I feel that it might actually look good.

I'm not sure if it can replace the traditional 24fps animation, but I'm still very interested.

Of course traditional 2D animation won't work simply because of the amount of work required fro 60fps animation.
5 posts omitted. Click reply to view.

 No.565

>>562

>ch

ok I guess I should preface that if your doing it for money it will be an efficiency issue, otherwise if this is a personal project where you have all the time you want, I'd say its worth even just experimenting with even if you don't know how it works out.


 No.566

File: 1431857660018-0.webm (2.91 MB, 853x480, 853:480, 1406403265929.webm)

File: 1431857660035-1.webm (2.95 MB, 1280x570, 128:57, 1410878883124.webm)


 No.567

>>565

I finally agree that the lower fps is holding things back. I don't believe that smoother frames are better, but higher fps makes techniques like shaky cam and "quick cutting" more readable and less jarring.

I'll try experimenting.


 No.569

YouTube embed. Click thumbnail to play.

>>566

Pixar and Dreamworks are still useless when it comes to 60 FPS.

You need something much much higher budget… for example game trailers.


 No.663

Buck Bunny looks off because its camera is static and it's characters hold there poses too hard so it looks like an early Ratchet & Clank ingame cutscene.

I think right now Phantom Pain is the best example of 60fps animation done right. Not Ground Zeroes though as it has this persistent random camera shake that can also ruin a high frame rate scene just as much as not moving a camera at all.




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